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Rules Update: Politics

 
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Jon
Gadget Hackwrench


Joined: 14 Apr 2008
Posts: 31

PostPosted: Tue Jun 10, 2008 7:20 pm    Post subject: Rules Update: Politics Reply with quote

Following playtesting and feedback from the last game, the following replaces the rules for Politics as seen in the An Evening of Science and Mystery main rulebook available here: http://undergroundrpgs.com/Stuff/ESM%200.1.pdf

Aswell as the entitlement benefits and the connection ability listed in the rulebook, political characters also get to select a number of abilities from the following list depending on their political skill level.

Apprentice - One ability
Journeyman - Two abilities
Master - Three abilities

Ability List:

Iron Will - The character is immune to the 'Command' spells and any spirit attempting to possess them will not be able to influence their actions. Respond with the words 'I think not.'

Diplomatic Immunity - You may not be arrested or held accountable for any actions or crimes commited on foriegn soil due to your 'connections'. However local law enforcement are under no obligation to assit you or beleive anything you say and this protection does not extend to those working on your behalf.

Woman lore - A truly enlightened individual, you may discern the true intent behind a womans words. When asking a woman a question regarding what she thinks or feels about a trivial, emotional subject you may respond to her answer with the question 'What do you actually mean?' at which point she must explain her true thoughts on the matter.
Note: This ability is not intended as a useful method of forcing characters to tell the truth, it is designed as a comedy skill to enhance the absurdity of the game world. If you need this clarifying further, don't take this ability.

Stiff upper lip - The character will not be swayed by fear and remains immune to all game effects that influence their emotional state.

Dandy Constitution - The character has built up a much needed resistance to poisons and is immune to their ill effects.

Saturday Night Special - When wearing a corset, the character may conceal a firearm within it regardless of the size and shape. If the firearm prop will not physically fit within the corset you may tie an obvious red ribbon around it to represent it being hidden. If you wish to use this weapon the ribbon must be removed. Being prepared is a critical part of surviving the political world.

Fact - The character is such a figure of authority that they may convince another character of any fact by sheer insistence. Once per game they may follow any statement with the loudly stated word 'FACT!' and the character they make the statement to will beleive it whole heartedly for a duration of ten seconds or until they feel their best interests would be endangered by actions taken as a result of this 'Fact'.



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